3 Changes BeamNG.drive Would Benefit From In 2025

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Ibishu Hopper crawling up a river. Image: BeamNG.drive
BeamNG.drive has had one of its best years ever regarding player numbers, updates and new content in 2024. But what could benefit the title moving into 2025?

There is no doubt that the developers behind BeamNG.drive are some of the most interactive and community-focused people you will find in the sim racing and racing game world. Their updates are always good quality, and with the title having come a long way already, what could be changed or added for 2025?

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The new and improved lighting and shadows in BeamNG

Tyre Model

With tyre models constantly evolving, BeamNG is certainly not a market leader at the end of 2024. Whilst the simulator does excel in many areas, the tyre model is unfortunately not at the forefront regarding its sim racing application. Offroad simulation is much better, but still not where the developers would want it to be.

Moving into 2025, BeamNG's tyre model should be revised and adjusted to include both realistic damage and new features such as realistic punctures and delamination. In its current form, the tyres simply lose sections of the graphic, making them look like a shooting range target after a Marine unloads a clip into it.

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Ibishu Hopper's massive off-road tyres. Image: BeamNG.drive

With competition constantly evolving and moving the goalposts of what is possible, BeamNG has some catching up to do. iRacing for example, in their upcoming December update, is creating another new version of their tyre model with the potential for realistic punctures. BeamNG has a much more complex base model, so having these features spread out over 2025 would be a fantastic addition to the sim.

A further addition to the tyre model that lots of sim racers especially have been crying out for, is a tyre heat map. Having this could be a game changer for how people push and use their tyres when racing in BeamNG. Damage to the tyre caused by excessive heat and excursion would also be a fantastic addition for 2025.

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Drag tyres are still not deformable under heavy load, could we see that finally change in 2025? Image: BeamNG

With more racing events starting to spring up in the online BeamMP, this is certainly something that needs to be looked into in the future if racing is to be taken seriously.

Finally, delamination. When a tyre delaminates it falls apart, eventually coming free from the wheel entirely. Having this feature in BeamNG would certainly revolutionise how open-wheel racing is treated as well as the blossoming short oval community racing.

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Formula 4 crash, Hirochi Raceway. A better tyre damage model would tell the story of how this crash happened.

Visual Damage Changes​

Staying on the subject of damage, BeamNG is known for its intricate soft-body damage model. Whether it be the famous crash compilations or realistic online racing and rally accidents, BeamNG is the place to go for damage simulation. The big crashes certainly do look spectacular, but a lot of the time the small bumps and scraps can often go without visual punishment.

An addition that a lot of the community has been asking for is scratches and smaller damage implications for the more fender-bender-style accidents. This also applies to the world objects involved in accidents. If you crash a truck at 70 miles per hour on the highway into the reservation barriers, it would be really good to have some damage shown on the barrier.

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A multi-ton big rig hitting a barrier should at the least crack and break it. This is a much-needed addition for BeamNG

This is, of course, a lot harder to implement than it might seem, especially on the custom-made game engine that makes BeamNG so unique. However, It is not impossible. A small handful of modded barriers, tyre stacks and miscellaneous items are available for download on the official mod repository that deform when hit by a vehicle.

Deformable Terrains

Having a fully deformable terrain may sound like an unrealistic ask for the development team. However, having surfaces and sections of the maps could revolutionise the racing and offroad exploration side of BeamNG.drive.

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Jungle Rock Island is the perfect application for these deformable mud ruts and pools. Image: BeamNG

An example of an off-road exploration application could be mud ruts and pools on some of Jungle Rock Island's trails. These could be few and far between, but at crucial parts of a trail, a deformable obstacle that could potentially catch you out would be a fantastic addition. The best example of this application would be the Snowrunner and Mudrunner titles. These sims do a great job of showing what can be done with deformable terrain.

The second application of deformable terrain would come in the form of organised materials. What this means is that when a map loads for the player, pre-determined sections of map materials are deformable and ready to go without the player having to set anything up. A racing application for this could be gravel traps. If you dip a wheel into the gravel, the following lap there would be gravel marbles on the circuit.

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Animation of gravel flying already exists in BeamNG, could we see an evolution of this?

Moving back to the iRacing example from earlier, the addition of spilling gravel and stones is what that sim is adding in December. There is no reason why BeamNG could not add that element as well in 2025. The movable materials could also be used for loading up lorries and trucks in the future for those who love to deliver and cruise the highways in career mode. The opportunities are endless.

What do you want to see changed or altered within BeamNG.drive in 2025? What would you change first? Let us know in the comments down below and join the discussion in our BeamNG.drive forum!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

RD, you expect a sandbox car game to have tire delamination, while not even the most expensive kid on the block, iRacing, has it? Really? Does any car sim out there today offer deformable terrain?

In all seriousness, that's the type of wishes a kid would come up with, not realizing they're mixing oranges and apples.
 
RD, you expect a sandbox car game to have tire delamination, while not even the most expensive kid on the block, iRacing, has it? Really? Does any car sim out there today offer deformable terrain?

In all seriousness, that's the type of wishes a kid would come up with, not realizing they're mixing oranges and apples.
orange and apple are both fruits, you can compare or mix them
 
OverTake
Premium
RD, you expect a sandbox car game to have tire delamination, while not even the most expensive kid on the block, iRacing, has it? Really? Does any car sim out there today offer deformable terrain?

In all seriousness, that's the type of wishes a kid would come up with, not realizing they're mixing oranges and apples.
As listed in the article, Mudrunner and Snowrunner have deformable terrain. Having the whole map deformable is a ridiculous ask, agreed. But having sections deformable could be cool!
 
As listed in the article, Mudrunner and Snowrunner have deformable terrain. Having the whole map deformable is a ridiculous ask, agreed. But having sections deformable could be cool!
i don't see deformable terrain possible with the way the engine works at the moment
Maybe the could trick that with texture and displace

a little more flexibility on the props would be nice though.
Trees bending under the weight of a car, metal fence etc.
 
Premium
Great article 'Connor'... I like what is suggested and it will be up to the Devs to decide in the end as I have put forward an idea allowing some compatibility to mainly have the ability to add Characters such as below screenshot shows...not sure this will ever be a focus in the future.

Having said that, after doing some research there seems to be additional software programs out there which allow a work around and it is a matter of studying and becoming familiar with said programs.

I was enlightened by one of the top BeamNG You Tube creators showing how they created their Cinematic BeamNG Movies showing additional software they used to create some special effects in conjunction with the magical 'World Editor' contained within BeamNG.

Additionally the above ideas expressed in this article could possibly be implemented by Modders at some stage.

However, more than happy with the direction BeamNG is going, from when I started using it a couple of years ago to it's current state, slow and sure can still win the race;)...and at the end of the day, it's just another Sim to enjoy.

'The JUDGE, Jury and Executioner'

0 BeamNG THE JUDGE Jury and Executioner.jpg
 
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As listed in the article, Mudrunner and Snowrunner have deformable terrain. Having the whole map deformable is a ridiculous ask, agreed. But having sections deformable could be cool!

I do hope you're not inlcuding Mud/Snowrunner on your list of sims just because they're simulating rough terrain..

It can indeed be cool and open the door to a ton of rants at the same time. What I mean to say is that writing dreamy articles just for the sake of filling space or to spark useless and endless debates (viewers) isn't really what I'd expect from the main simracing website out there today. And you do have that on your shoulders, whether you want it or not. And I do get that you want to grow as well, hence the changes during the last couple of years in article scope. But asking BeamNG to do what other high grade sims out there don't yet is a bit of a push. People don't buy BeamNG to check tire temps or have the heat transfer between brake discs and rims simulated. It's not a racing sim. People who want that buy iRacing, ACC, and so on. I do get that seeing BeamNG constantly top the concurrent user charts can make one wish that it had it all, but it's not really the point. iRacing does what they do best, Kunos does what it does best, let BeamNG stick to their thing. Deformable terrain is something that would take quite a bit of energy and time away from creating new content, while tire physics development would actually cater to the opposite crowd, those who like to do street freeroam. Realistically, with the resources they have, that would be somewhere on the bottom of my list. And in my view it would only increase user count marginally, compared to what a new map/vehicles do. What would really be doable is dirt/mud/dent textures.
 
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Strongly disagree with deformable terrain, not because i dont want it, but because it would require an entire engine re-do to have that feature in mind while other features that would benefit from an engine re-do like multiplayer or better air simulation would be way way way more useful.

Agreed with the tire physics with temperature, wear, and all that, and we all want the game to have scratches, but i'd say an equally important thing would be to let you chance not just front-rear parts but also left-right parts differently.

Imagine being able to pick a small wheel with drag slicks on the rear left and a tunning right wheel with drift tires... In a FWD car.

Being able to have real time dynamic physics based car dirt and mud would be useful also not just for the cosmetics, but because it would generate a new function to the career mode that the game is trying to push for. A reason to have cars cheaper as they are dirty, and ways to clean them.

And a more "indepth" way to fix cars. I know this isn't trying to be mechanic simulator, MSC,or Mon Bazou, but I'd love a game that had such detailed crash physics to let you physically remove a bent part, confirm its bent, and reinstall a new one or fix it.

Obviously air simulation would be nice too, I dont need the game to double as a flight simulator, but after playing a few nascar games I realized that any game that does not simulate dirty air/slipstream (both front and back) will feel odd for close racing at high speeds.

And this one is very subjective, but without any desire to make it into GTA like many want, I'd like to see human models and pedestrians, even if non-crushable, for the sake of making the world feel more alive and immersive.

Obviously not all of these features would be seen by many as necessary, or by the devs as feasible, but I've always thought of beamng as less of a "perfect game" and more of a pioneer for what racing games should strive to be, and that perfection can come afterwards.
 
How about offline AI for races, so I could put all the dirt-driving physics to proper action, and not just try to mount the same pile of rocks for the twentieth time.

Also, idk if car setups exist in the game, because the UI is certainly not inviting me to fiddle with them.
 
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How about offline AI for races, so I could put all the dirt-driving physics to proper action, and not just try to mount the same pile of rocks for the twentieth time.

Also, idk if car setups exist in the game, because the UI is certainly not inviting me to fiddle with them.
Both things are already a thing, but instead of setups they are "profiles" of a car that include parts.
 
I think devs should stay on their own trail of strength rather than implementing functions people "want". A racegame can't have it all. The strength of the game is physics and car deformation. Leave tire physics and other goodies to other games. A new level of physics and car deformation. More detail, deeper level of deformation. Better replay function. Just upgrade parts that made the game known for.
 
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